• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

What is good damage output?

Highest damage starter for Parasoul is j.HP, cr.MK > F+HP > Silent Scope I think but its not very practical. (Excluding Big Band specific combos)
 
Painwheel: 7400, (corner combo) 7600, (corner combo two bars) 8300

Squigly: 6500, (seria combo) 7500

I'll have to double check when I go home for exact numbers, but:

PW: 7300 (anywhere), 8500 (corner)

Squigly 7200 (w/o charge)

Edited to add: Neither with a jump-in
 
I wonder who the 3 highest damaging characters before Blockbuster are (starting from a light attack).

My guess: Big Band, Cerebella, PW
 
I wonder who the 3 highest damaging characters before Blockbuster are (starting from a light attack).

My guess: Big Band, Cerebella, PW
definitely eliza
 
- j.MK j.HP (or whatever starter)
c.HP
- j.MP j.HP xx [L.Toss], j.HP
4HK xx L.Egret, Jump
- j.MK j.HP
s.HPx2 xx L.Tearshot
s.LKx2 6MP 6HP xx Pillar (xx Sniper/Bikes)

You hold the AirToss until it's slightly above the ground, so the 2nd j.HP detonates it

Ok I tried it out. Took awhile to get the j.mk > j.hp link. Apparently you're not suppose to dash jump there. Updated earlier post with damage number.

@Evilweevle
darn, I thought I knew what it was. You gonna have to give me notations then.
 
She's not finished yet.

Thank god for that. The last combo I saw was 8.5 from anywhere for 1.5 meters... on a character with awesome priority and what feels like one of everything (DP, hyper armor, comboable throws, and on).
 
I'll have to double check when I go home for exact numbers, but:

PW: 7300 (anywhere), 8500 (corner)

Squigly 7200 (w/o charge)

Edited to add: Neither with a jump-in

My Pw combo is: c.lk > c.mk > s.hp > *fly forward* j.lk > c.mk > s.hp > buer L > *fly forward* j.lp > j.lk > c.mp > s.hk > j.mp > buer H > *fly down* j.mk > s.lp > s.mp > s.hp > buer L > death crawl.

Please give the notation for your Pw corner combo.

If you end squigly's seria combo with liver mortis you get 7500.
 
I've yet to find a combo where Squigly gets more damage with a jump in. All dem multi hit moves.
 
1v3, 2 Ratios over > 1 Reset. None with Level 3.
2v3, 1v2, 1 Ratio over > 2 Resets. 1 Reset with 1 Meter.
1v1, 2v2, 3v3, Same ratio > 2 Resets. 1 Reset with 2 Meter.
2v1, 3v2, 1 Ratio Under > 3 Resets. 2 Resets with 1 Meter.
3v1, 2 Ratio Under > Many Resets (This is very muddied due to Undizzy.)

This is "Good Damage Output". All values are inconsequential. Usually if you do assist/throw based resets, you'll need an extra reset in there somewhere. Reaching these values usually involves set plays with optimal starters, CH setups or loose resets that allow Undizzy to drop a bit. Good Damage Output(tm) can also be had with short, front-loaded combos and a lot of resets, due to meter-gain scaling. Because of how you can get around Undizzy, this chart is woobly-wobbly in it's accuracy.

This is all coloured by my Painwheel stuff. It's different for other characters, but I use her as a base, because she's monster-mega damage. If you're playing to maximize damage, this is how it looks.

Pre-Painwheel Buer nerf, this chart looked a LOT different. Hahaha.

If you want actual damage for 1-meter PW:

Midscreen > 7.3k
50% Stage Corner Carry > 8.3k
Corner > 9k
Corner with Falling Buer Starter (w/Assist) > 9.4k

The problem with these numbers is that you burn a LOT of Undizzy just bringing the opponent to the corner for better resets. Pre-nerf, there was little reason to reset midscreen, because Carry damage, and reset damage in the corner was much better than what's listed above (8.1k meterless and about 6.5k Undizzy Proof for 1 bar follow up). This isn't really the case anymore.

I still do the full carry combo because corner resets are so potent, however, meter gain is TERRIBLE if you try to play like this. Full-combos from Painwheel generate a bit less meter than most characters, probably due to Buer scaling.
 
Last edited:
  • Like
Reactions: mcpeanuts
I prefer the Mayor Of Earth reset ratio

All health ratios: 60 resets.
 
I wonder who the 3 highest damaging characters before Blockbuster are (starting from a light attack).

My guess: Big Band, Cerebella, PW
You should have a look at the post again. With more experimenting I found peacock damage to be pretty dumb.
 
@Adeveis
I always manage to make a mistake on notation, so if you have issues, let me know.

PW bnb (Elda's): 7335 as written, 7500 optimized, 7700 with mk jump-in.
c.lk > c.mk > s.hp
xx fly 3j.lk > c.mk > s.hp
xx lk.buer > j.lp > j.lk > c.mp > s.hp
xx lp.nails > j.mp (x3 on most) > j.hp (x4) >
s.lp > s.lk > s.hp xx lk.buer xx DC

PW corner (Caio's): 8637 as written, 9k with jump-in
c.lk > c.mk > c.hp
xx hk.buer xx fly xx (air)lk.buer
xx (otg) lk.buer
xx fly > 3j.lk > s.mk
xx hk.buer xx fly > j.hk >
s.lk > s.mk xx hk.buer
xx fly > 8j.mk > j.hp >
s.lp > s.lk > c.mp > s.hp xx lk.buer xx dc

Squig bnb (non-seria) (Nuuuance's): 7092 as written
c.lk > c.mk > s.hp(x2) xx stancel
s.lp > s.hp(x2) xx chord
s.hk > j.mk > j.hp >
(rejump) j.lk > j.mk > j.hk xx hk.DiveKick
(dash forward) s.lk (x2) > c.mk > c.hp > arpeggio > sing
(I leave it to you to figure out how many hits per move in her air string)

Edit: added damage and fixed some notation
 
Last edited:
@Spencer

Ok so I tried out the combos. The Caio one wasn't working, I kept hitting undizzy before I finished. I modified it to get it to work. The squigly one surprised me. Despite doing silver chord early in the combo, the damage was more than anything I came up with. I updated the post with the combo numbers.
 
Chord scales combos to 50%, if they were above that.
Chord here is the 8th hit, so 9th hit onward would be scaled down.
.. 9th hit default scaling is 44.9%.
Sooo.. that's not early; the scaling doesn't matter at all.

If he did the Chord one hit earlier, he would've reduced the default of 51.3% to 50%, which is still rather negligible.

Things like Chord, L.Nail, whatever are only relevant if they connect on the 6th hit or earlier.
 
@Spencer

Ok so I tried out the combos. The Caio one wasn't working, I kept hitting undizzy before I finished. I modified it to get it to work. The squigly one surprised me. Despite doing silver chord early in the combo, the damage was more than anything I came up with. I updated the post with the combo numbers.

I fixed some errors in the Caio one, so you might try the one posted now (I had swapped an mk for an mp). I've double checked it and it looks right.
 
My Squigly combos with no assist and 1 meter do 7.3k without charge and 8k with charge , both ending in an untechable sliding knockdown. You can easily get more if you sacrifice positioning at the end of the combo.

Also what is doubles top damage off of cr.lk ? Even with an assist I'm barely breaking 7k for 1 meter.
 
Last edited:
  • Like
Reactions: Spencer
I found peacock damage to be pretty dumb.

Pre blockbuster?

I thought PW took this too...
What combo are you using?
 
@PandaGirlBingo
Notations?

no charge
cr.lk > cr.mk > s.hpx2 seria
cr.lk > s.hpx2 > qcf.mk
s.hk > j.mk > j.hp
j.lp > j.mk > j.hk
s.lpx2 > s.mp > cr.hp
qcf.hp > qcb.lk.mk > qcf.lp

charge
cr.lk > cr.mk > s.hpx2 seria
s.hpx2 seria> cr.mk seria> s.hpx2 >qcf.mk
s.hk > j.mk > j.hp
j.lp > j.mk > j.qcf.mk
qcf.hp > qcb.lk.mk > qcf.lp

Its hard to link the sbo midscreen against skinny characters , but both combos have good corner carry anyways. Normally I wouldn't use these exact ones cause I have cerecopter assist which you can use for different routes.

edit
Also if we are talking meterless damage squigly can do 7.6k meterless with charge.
 
Last edited:
no charge

charge
cr.lk > cr.mk > s.hpx2 seria
s.hpx2
seria> cr.mk seria> s.hpx2 >qcf.mk
s.hk > j.mk > j.hp
j.lp > j.mk > j.qcf.mk
qcf.hp > qcb.lk.mk > qcf.lp

(bolded underlined italicized)
Wait was that not patched out?
 
(bolded underlined italicized)
Wait was that not patched out?
s.HP > s.HP is a 2-frame link with a charge, tricky but not impractical
c.HP comboing into itself like that was what got fixed
 
s.HP > s.HP is a 2-frame link with a charge, tricky but not impractical
c.HP comboing into itself like that was what got fixed
Feels a lot harder than linking parasoul's L tear > s.mp but I got it. Thanks.
 
@Evilweevle
darn, I thought I knew what it was. You gonna have to give me notations then.

cr.LK-MP-st.HP xx Kanchou
cr.MK, j.MP-HK
st.MP xx MGR
cr.LK-MP-HP, j.LP (mash, i usually get 4 hits total) j.HP
st.LP-MP-HP xx cerecopter xx Dynamo

think its like 9.159 or something. those who like to mash LP harder could get a little more.